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Fast Classic

 
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What is your opinion concerning 5,10,15 "Classic" with 50% continent bonus ?
I tried it. It is a good and fast classic version
9%
 9%  [ 3 ]
I tried it and detest that version
64%
 64%  [ 20 ]
Did not try so far and will not in future
16%
 16%  [ 5 ]
Did not try so far but will test
9%
 9%  [ 3 ]
Total Votes : 31

Author Message
Baden
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PostPosted: Mon Mar 12, 2012 6:07 pm    Post subject: Fast Classic Reply with quote

Just vote please.

I host this version since:

the luck factor is not high and it is nothing but a fast motion classic.

You have to be fast and need strategic foresight.

My opinion:

The lenghty 5,5,5 with no continent bonus and the 5,10,15 with the extreme bonus are not very poular but real challenges.

I prefer the faster version.

The usual 4,6,8,10,15 ... with no bonus is a bad compromise. It is sometimes boring. Even a time limit can't avoid that.

So some players left classic and prefer other maps. The 5,10,15 version with the 50% bonus is a thrill like Bio but favors the skilled players rather.


Last edited by Baden on Mon Mar 12, 2012 6:30 pm; edited 2 times in total
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n00less cluebie
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PostPosted: Mon Mar 12, 2012 6:24 pm    Post subject: Reply with quote

Hmm, I guess the closest vote I have is for "detest" though I'd hardly call my opinions that strong, more like a simple dislike. Those settings make for a very quick game, and one with a high prevalence of luck due to starting position, I prefer 4-6-8-10-15.....
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Baden
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PostPosted: Mon Mar 12, 2012 6:37 pm    Post subject: Reply with quote

n00less cluebie wrote:
...Those settings make for a very quick game, and one with a high prevalence of luck due to starting position, I prefer 4-6-8-10-15.....

I disagree. Luck of starting position is a problem if you play Biohazard rather. But Biohazard is actually more popular. So people don't care?
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Baden
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PostPosted: Mon Mar 12, 2012 6:50 pm    Post subject: Reply with quote

Please do me a favor and answer the poll fairly. Those who never played the setup have clear options for a vote.

I am of course interested to hear your opions or suggestions for improvement. The idea is to give "Classic" a chance.

Perhaps it works better with a 10% bonus? I have an open mind and hope for some good advice.

An unranked tourney with different classic options would be a nice idea.


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kude
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PostPosted: Mon Mar 12, 2012 7:03 pm    Post subject: Reply with quote

and, maybe we can bring back raw roulette?
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Rhye
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PostPosted: Mon Mar 12, 2012 7:06 pm    Post subject: Reply with quote

A classic with slightly higher continent bonuses could be an improvement, but I wouldn't know seeing as I have only played the two extremes. 50% bonuses though, in my opinion, are far too high. They make the small countries (which can be captured early in the game) like South America and Australia extremely valuable, and it is far too difficult to win if you don't happen to start in South America or Australia. The other continents become so valuable that no one would ever let them be held. The luck factor is actually far higher...... if you happen to have a good claim to S.A. fairly early you will win a percentage of the time which is unreasonably large. In my opinion, 50% Classic is just Biodeux.... except for you know exactly where the best continents will be before the game even begins.
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Nimrod7
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PostPosted: Mon Mar 12, 2012 7:19 pm    Post subject: Reply with quote

I remember playing 10% income increase when Scad hosted and it wasn't too bad. Not sure about 50%.
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paranoiarodeo
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PostPosted: Mon Mar 12, 2012 7:38 pm    Post subject: Reply with quote

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Baden
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PostPosted: Mon Mar 12, 2012 8:24 pm    Post subject: Reply with quote

Rhye wrote:
A classic with slightly higher continent bonuses could be an improvement, but I wouldn't know seeing as I have only played the two extremes. 50% bonuses though, in my opinion, are far too high. They make the small countries (which can be captured early in the game) like South America and Australia extremely valuable, and it is far too difficult to win if you don't happen to start in South America or Australia. The other continents become so valuable that no one would ever let them be held. The luck factor is actually far higher...... if you happen to have a good claim to S.A. fairly early you will win a percentage of the time which is unreasonably large. In my opinion, 50% Classic is just Biodeux.... except for you know exactly where the best continents will be before the game even begins.
Partly true. I played this setup offline of course with different bots. If you can't take a cont early just agglomerate.
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The Silken Knot
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PostPosted: Mon Mar 12, 2012 8:36 pm    Post subject: Reply with quote

I haven't played it enough to have a strong opinion, other than to say it takes a very different mindset to play those settings.

I do have an opinion about Weedy's former avatar though... so cute. Smile
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Baden
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PostPosted: Mon Mar 12, 2012 8:36 pm    Post subject: Reply with quote

paranoiarodeo wrote:

Why so stubborn?

If I remember well, you played once 5,5,5 and never 5,10,15 with the high increase.

So you judge without giving these setups a chance by own experience.

Why you don't just enter an unranked game?


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paranoiarodeo
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PostPosted: Mon Mar 12, 2012 9:39 pm    Post subject: Reply with quote

Anyone who's spent any time with Baden in classic rooms has heard this "debate" many times before. I myself have had this conversation with him twenty or thirty times. Yes, literally. I'm not joking. Lemme state a few simple points here for sake of public discussion, then I'm gonna bow outta this thread for the sake of my own sanity.

(1) 5,5,5 card values were never mentioned in the original RISK game manual. It's an awful, awful rules variation. Just say no. (2) 4,6,8,10,15 0% classic is the closest approximation of the original RISK rules available in Lux. The only notable differences would be post-kill teleportation, more generous fortification rules, and the "missing twelve" value in the cash order. Otherwise, it's basically RISK as we know it. (3) The original rules are timeless and logically sound. The balance of starting army count, countries in each continent, borders and choke points, income values, cash values, dice odds, etc., are nearly perfect. There's no reason to change them. (4) Only 3% of six human standard classic Lux games marathon. See point number three. (5) 50% classic is absurd. Rhye already covered the basic flaws. I agree with all of his points, but I would go further and emphasize: Starting position luck is even more determinant in 50% classic than 30% biodeux. Assuming six competent human players, of course. Playing against two newbies and three dumb bots all of the time might skew one's perspective. (6) 4,6,8,10,15 10% classic makes NA and EU too powerful. Good players will turtle in SA or Oz after second cash. Tens of thousands of games in the Lux database prove: 10% causes more marathons, and results in a significantly longer average game length than standard rules. (7) Anyone who thinks 5-15% will encourage fewer marathons is fooling themselves. Besides, if you think marathons need fixing, then see point number four again. (8) There was no eighth dwarf in Snow White. Thanks for reading.

(Next usual topic of conversation after this one? Baden will tell you that I can't win any team games.)
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Baden
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PostPosted: Mon Mar 12, 2012 9:56 pm    Post subject: Reply with quote

Para, you post impressive theory and data.

But why you refuse just some unranked games? We might just elaborate it by testing the different possibilities.
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Lantern
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PostPosted: Mon Mar 12, 2012 10:13 pm    Post subject: Reply with quote

I think for his sanity Baden.
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n00less cluebie
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PostPosted: Mon Mar 12, 2012 10:15 pm    Post subject: Reply with quote

Baden wrote:
n00less cluebie wrote:
...Those settings make for a very quick game, and one with a high prevalence of luck due to starting position, I prefer 4-6-8-10-15.....

I disagree. Luck of starting position is a problem if you play Biohazard rather. But Biohazard is actually more popular. So people don't care?


Bio is popular for the variety of the map and the potential (alas so rarely achieved) of adjusting your strategy based on a very different setup within seconds of analyzing the map. In fact, it is that rush of analysis that attracts me to the map: Quick! What are going to be the deciding factors of this game:


  1. Pathing changes - what key routes have been eliminated, what new choke-points will prevent/enable easier kills
  2. Changing Continent Values

    1. Continents may gain value: Continents are missing territories but remain contiguous (losing Alaska vastly improves USA) Continents lose choke points (Africa with only 1 entrance is a game-changer)
    2. Continents may lose value: Continents lose connecting territories (FE without Mongolia is significantly weaker), Continents become choke points to the whole map (ME without Ural or Ukraine will become too strategic to pathing to be able to keep)
    3. Sometimes multiple factors both weaken and strengthen a continent - Russia is usually weak when it consists solely of Siberia and Kamchatka but it is ameliorated if Mongolia is still on the map

  3. Starting Positions matter tremendously - Given the above, who is poised to take which territories, where is the best place to stake your claim (it's not ALWAYS where you have the most armies!)
  4. Strategies must take into account the relative strengths of all the other players -- as opposed to Classic where most positions are fairly even (the Nomad in Asia often still has as good chance to win as does the owner of Australia regardless of what Baden believes) while in Bio one strong player needs to be balanced out quickly if the other players want to have any shot of winning. If Player 1 holds USA, Mexico and South America with only 1 entrance through Brazil, I'm not going to asshat the player who holds Russia, as the Russian player may be the only thing keeping Player 1 from mopping up the rest of the board. If no one else is likely to hold a meaningful continent, and I have FE, I damn-well AM going to hit a weak-bordered Russia (and contrary to what you've been told, this is NOT an asshat move)
  5. Calculating Balanced Attacks Unlike Classic again, you are often met with 1 or 2 large players, whose income may be more than twice the income of any other individual player, often at the point where cards are no longer significant. It is important to determine how much to weaken the "Bully" without throwing the game to a 3rd party or giving up your own chance of winning. If your turn comes right before the bully, you must rely on the other players doing their part, if you go right after the bully, you have a better chance of encouraging other players to follow your example.
  6. Proper Turtling - Unlike Classic, you often can turtle WITH income, which means that if you play correctly you can still win with a well-timed crippling strike without having to rely on a half or missed-kill like the Turtle in Classic often resorts to.... This is the most disregarded strategy in Bio unfortunately as people most often simply turtle until they're dead. I've seen far too many examples of players missing opportunities to waltz through a bully's poorly defended back-door while they mass their armies to eliminate the only real remaining threats on the map.


Alas most of it is purely theoretical as most Bio players don't take any of the above into account, but rather play every game the same *sigh*

As for Classic 5, 10, 15, 20... the player forced to cash with 5 is usually 6th place as the player cashing with 25 or 30 is more than happy to take you out and get another 35 armies, as it is unlikely that the first player has that many armies by the 5th turn. . . Not that there aren't strategies to avoid instant death, but none of them are any good.


paranoiarodeo wrote:

(Next usual topic of conversation after this one? Baden will tell you that I can't win any team games.)


I think Baden has been baned from bringing up that subject anymore.
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Baden
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PostPosted: Mon Mar 12, 2012 10:17 pm    Post subject: Reply with quote

paranoiarodeo wrote:
...5,5,5 card values were never mentioned in the original RISK game manual....
We have hundreds of maps meanwhile far from "original RISK". But if we return to "original RISK game manual" I will be in.

Possibly you have reason if you claim: "4,6,8,10,15 0% classic is the closest approximation of the original RISK rules available in Lux."

But hosts have a wide range in the preferences. So I see no general rule or obligation to stick to "original RISK rules". My impression is that Dustin encourages the opposite.


Last edited by Baden on Mon Mar 12, 2012 10:21 pm; edited 1 time in total
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Baden
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PostPosted: Mon Mar 12, 2012 10:28 pm    Post subject: Reply with quote

paranoiarodeo wrote:
...Next usual topic of conversation after this one? Baden will tell you that I can't win any team games...

Nope. That was an argument based on some results I used ages ago before you became mod.

As mod you are a perfect team player now by definition Smile


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mazza
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PostPosted: Tue Mar 13, 2012 12:00 am    Post subject: Reply with quote

paranoiarodeo wrote:
Anyone who's spent any time with Baden in classic rooms has heard this "debate" many times before. I myself have had this conversation with him twenty or thirty times. Yes, literally. I'm not joking. Lemme state a few simple points here for sake of public discussion, then I'm gonna bow outta this thread for the sake of my own sanity.

(1) 5,5,5 card values were never mentioned in the original RISK game manual. It's an awful, awful rules variation. Just say no. (2) 4,6,8,10,15 0% classic is the closest approximation of the original RISK rules available in Lux. The only notable differences would be post-kill teleportation, more generous fortification rules, and the "missing twelve" value in the cash order. Otherwise, it's basically RISK as we know it. (3) The original rules are timeless and logically sound. The balance of starting army count, countries in each continent, borders and choke points, income values, cash values, dice odds, etc., are nearly perfect. There's no reason to change them. (4) Only 3% of six human standard classic Lux games marathon. See point number three. (5) 50% classic is absurd. Rhye already covered the basic flaws. I agree with all of his points, but I would go further and emphasize: Starting position luck is even more determinant in 50% classic than 30% biodeux. Assuming six competent human players, of course. Playing against two newbies and three dumb bots all of the time might skew one's perspective. (6) 4,6,8,10,15 10% classic makes NA and EU too powerful. Good players will turtle in SA or Oz after second cash. Tens of thousands of games in the Lux database prove: 10% causes more marathons, and results in a significantly longer average game length than standard rules. (7) Anyone who thinks 5-15% will encourage fewer marathons is fooling themselves. Besides, if you think marathons need fixing, then see point number four again. (Cool There was no eighth dwarf in Snow White. Thanks for reading.

(Next usual topic of conversation after this one? Baden will tell you that I can't win any team games.)



agree 100% with every point....and yeah, have been there many times when Para and Baden have had this conversation, i am sorry Baden, you have not won any of them......

bigger question is.....WHY do you need to play with such a high % bonus?
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Deep Blue's
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PostPosted: Tue Mar 13, 2012 7:40 am    Post subject: Reply with quote

n00less cluebie wrote:
Baden wrote:
n00less cluebie wrote:
...Those settings make for a very quick game, and one with a high prevalence of luck due to starting position, I prefer 4-6-8-10-15.....

I disagree. Luck of starting position is a problem if you play Biohazard rather. But Biohazard is actually more popular. So people don't care?


Bio is popular for the variety of the map and the potential (alas so rarely achieved) of adjusting your strategy based on a very different setup within seconds of analyzing the map. In fact, it is that rush of analysis that attracts me to the map: Quick! What are going to be the deciding factors of this game:


  1. Pathing changes - what key routes have been eliminated, what new choke-points will prevent/enable easier kills
  2. Changing Continent Values

    1. Continents may gain value: Continents are missing territories but remain contiguous (losing Alaska vastly improves USA) Continents lose choke points (Africa with only 1 entrance is a game-changer)
    2. Continents may lose value: Continents lose connecting territories (FE without Mongolia is significantly weaker), Continents become choke points to the whole map (ME without Ural or Ukraine will become too strategic to pathing to be able to keep)
    3. Sometimes multiple factors both weaken and strengthen a continent - Russia is usually weak when it consists solely of Siberia and Kamchatka but it is ameliorated if Mongolia is still on the map

  3. Starting Positions matter tremendously - Given the above, who is poised to take which territories, where is the best place to stake your claim (it's not ALWAYS where you have the most armies!)
  4. Strategies must take into account the relative strengths of all the other players -- as opposed to Classic where most positions are fairly even (the Nomad in Asia often still has as good chance to win as does the owner of Australia regardless of what Baden believes) while in Bio one strong player needs to be balanced out quickly if the other players want to have any shot of winning. If Player 1 holds USA, Mexico and South America with only 1 entrance through Brazil, I'm not going to asshat the player who holds Russia, as the Russian player may be the only thing keeping Player 1 from mopping up the rest of the board. If no one else is likely to hold a meaningful continent, and I have FE, I damn-well AM going to hit a weak-bordered Russia (and contrary to what you've been told, this is NOT an asshat move)
  5. Calculating Balanced Attacks Unlike Classic again, you are often met with 1 or 2 large players, whose income may be more than twice the income of any other individual player, often at the point where cards are no longer significant. It is important to determine how much to weaken the "Bully" without throwing the game to a 3rd party or giving up your own chance of winning. If your turn comes right before the bully, you must rely on the other players doing their part, if you go right after the bully, you have a better chance of encouraging other players to follow your example.
  6. Proper Turtling - Unlike Classic, you often can turtle WITH income, which means that if you play correctly you can still win with a well-timed crippling strike without having to rely on a half or missed-kill like the Turtle in Classic often resorts to.... This is the most disregarded strategy in Bio unfortunately as people most often simply turtle until they're dead. I've seen far too many examples of players missing opportunities to waltz through a bully's poorly defended back-door while they mass their armies to eliminate the only real remaining threats on the map.


Alas most of it is purely theoretical as most Bio players don't take any of the above into account, but rather play every game the same *sigh*

As for Classic 5, 10, 15, 20... the player forced to cash with 5 is usually 6th place as the player cashing with 25 or 30 is more than happy to take you out and get another 35 armies, as it is unlikely that the first player has that many armies by the 5th turn. . . Not that there aren't strategies to avoid instant death, but none of them are any good.


paranoiarodeo wrote:

(Next usual topic of conversation after this one? Baden will tell you that I can't win any team games.)








I think Baden has been baned from bringing up that subject anymore.



Damn clown , you make bio sound so skillfull and cool.

nice post


Last edited by Deep Blue's on Tue Mar 13, 2012 7:54 am; edited 2 times in total
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n00less cluebie
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PostPosted: Tue Mar 13, 2012 9:25 am    Post subject: Reply with quote

Bio CAN be skillful (or even skillfull) and cool if it's played properly. Hey Clown-mod why haven't you split this out yet?

Bio is an unbalanced game but given good play, over a certain number of games it can be much more than a slot machine....the frustration I feel is the same as watching online Texas-Hold-Em players go all-in holding seven-deuce not caring what position they sit in or what stacks the other players have. Because it is a large-multiplayer game idiotic play by another player more often hurts your chances than helps it. (in a six player game 4-out-of-5 times someone's stupid play puts you at a distinct disadvantage because the stupid players mistake ends up giving one of your other opponents a huge stack of chips, or armies that is often too big an obstacle to overcome)
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Mumps
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PostPosted: Tue Mar 13, 2012 2:45 pm    Post subject: Reply with quote

Back on to the subject I do not exactly detest fast classic, it's just that I come to play classic FOR the slow games and the card battles. If i want a fast paced game then i'll just slink back over to BIO.

/me mutters something about noobhatts though
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imapickle
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PostPosted: Wed Mar 14, 2012 4:51 pm    Post subject: Reply with quote

I have played this version quite a few times. It can be fun, but my experiences bear out what rhye has said. Grabbing a small continent (such as Australia Wink) early on gives you a very big advantage.
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NWA
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PostPosted: Wed Mar 14, 2012 6:12 pm    Post subject: Reply with quote

I think 50% is overkill, but you can't blame a guy for looking for some variety. Why not try a different map that suits those settings better, Baden?
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Nimrod7
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PostPosted: Wed Mar 14, 2012 6:31 pm    Post subject: Reply with quote

Another map.



You don't baden very well do you. No offense meant there Baden. I predominantly play Classic myself.
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n00less cluebie
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PostPosted: Wed Mar 14, 2012 6:33 pm    Post subject: Reply with quote

I think I know why Baden likes these settings--they make his strategy of "Badenizing" of Oz a fairly successful strategy that doesn't work in 0% 4,6,8 Classic....
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Baden
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PostPosted: Wed Mar 14, 2012 7:27 pm    Post subject: Reply with quote

I am sure that our "Big Brother" Para may tell me (he has the database) what the best map for me is Smile

I just enjoy the setup. It is not about luck or taking oz early. You may well survive and win by concentrating your armies soon if you can't get a cont early.

It is an interesting fact that two ends meet somehow.

The extremely lenghty 5,5,5 with no continent bonus works similar. All those who ever met "Shopi" in these games know that he preferred taking Oz early if possible and tried to spoil any continent bonus of other players.

My perception is that these extreme classic setups are fascinating since you have to play straight forward fast (not fast in the 5,5,5,) and aggressive while 4,6,8,10,15 is rather a game for diplomats (dont pop my weak fortified border and I will not hurt you as well).

Shopis formerly very popular 5,5,5 died probably since many players did not enjoy his harsh and surprising strategy and took his attacks personally. But in order to win he had to play so.

I did post this poll since I hope that "Classic" gets more support and players again.

The 4,6,8,10,15 version is actually the most popular but obviously not attractive enough to stop the decline of "Classic" in long term. That is a fact if you watch the daily Lux-Scene and the games offered by hosts.

Only as Bio-player you may enter the race for the weekly 1st place meanwhile.

Do me a favor and discuss the topic unbiased. I am neither a hero nor a villain.

I will just host some unranked games of "Fast-Classic". So everybody may try. The bots I installed you may beat. But don't underestimate them since they are clever enough to pop your border if your continent bonus is a threat.


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Baden
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PostPosted: Wed Mar 14, 2012 7:31 pm    Post subject: Reply with quote

n00less cluebie wrote:
I think I know why Baden likes these settings--they make his strategy of "Badenizing" of Oz a fairly successful strategy that doesn't work in 0% 4,6,8 Classic....

You are wrong. I was a pretty successful player even in 0% 5,5,5 Classic.


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3DA
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PostPosted: Wed Mar 28, 2012 11:15 am    Post subject: Reply with quote

5-5-5 is pretty fun every once in a while. It requires a more deliberate plan, but it can be won decisively.

50% twitch classic is like slam dancing: it's fun to do every once in a while when all you wanna do is bash into things.

Neither one of them - for reasons stated above - are as good a game as 0%, 4-6-8-10-15-20 classic.

That is all.
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Stelee
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PostPosted: Thu Jun 07, 2012 6:31 pm    Post subject: Reply with quote

EXCELLENT thread!
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n00less cluebie
Lux N00b


Joined: 06 Jan 2008
Posts: 7154
Location: At the Official Clown Reference Librarian Desk--'All the answers you weren't looking for.'

PostPosted: Thu Jun 07, 2012 6:58 pm    Post subject: Reply with quote

Baden wrote:
n00less cluebie wrote:
I think I know why Baden likes these settings--they make his strategy of "Badenizing" of Oz a fairly successful strategy that doesn't work in 0% 4,6,8 Classic....

You are wrong. I was a pretty successful player even in 0% 5,5,5 Classic.


No, actually that furthers my point, as your strategy IS somewhat more successful in 0% 5,5,5 and in 50% whatever, because in those games Income is of prime importance and so Badenizing occasionally is successful. It's on maps where cards become the primary source of victories (small percentage + 4,6,8...) where your strategy fails miserably unless your intention is to irritate other players; in which case, you succeed tremendously
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